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Patch 0.3 was just released! Full changelog here: https://t.co/4A50m6IKen

2 years ago

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January 23, 2019, 12:44:42 pm

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Messages - Darwood37

Pages: [1] 2 3 ... 47
1
Work in progress / Re: [WIP] Panau Online
« on: April 29, 2017, 11:01:05 am »
I was wondering when you were releasing this, seeing as i stumbled across the sever many months ago, when all the devs were testing it out, in the early stages i believe.

However, looks like you put a lot of work in to this and i look forward to playing. A lot of the things i wanted to do have been incorporated but through lack of time, knowledge and api i never got around to it.
 
I was first to have the billboards though :)

Looks amazing.

2
Scripting support / Re: Visually see the TriggerType.Box or Sphere
« on: January 02, 2017, 04:36:55 am »
Ok cheers Sins i will give it a try.

3
Scripting support / Re: Visually see the TriggerType.Box or Sphere
« on: December 31, 2016, 06:29:29 am »
Stupid question, How? To be more clear i know how to render a line or an area but how so that it matches the angle, position and coords of my trigger. With this i am a little dumb.

4
JC2-MP / Re: why doesn't the jc-mp allow family sharing?
« on: December 31, 2016, 01:09:47 am »
C'mon the game is like $2.50 when it is on sale. Buy it, Download the MP and send another $2.50 to the devs here for their trouble and time. It will be the best $5 you ever spent.

5
Bug reports / ShapeTriggerEnter and Exit does not always fire
« on: December 30, 2016, 10:12:45 pm »
I have several Shapetriggers setup and seem to work for the most part. If I am skydiving or wingsuiting and just as i am about to enter the trigger zone deploy my parachute the ShapeTriggerEnter event will not fire. After which no ShapeTrigger event will fire (Enter or Exit) unless i leave the area greater than the stream distance and return. If i return the same way it will not fire, if i return via a vehicle or on foot it is fine.

6
Scripting support / Re: Visually see the TriggerType.Box or Sphere
« on: December 27, 2016, 10:09:51 pm »
just outlines, something that will visually show me where it is.

I copied part of your settlements script to start creating my triggers.
Code: [Select]
settlement = {
id = 1,
name = "passive_zone",
angle = Angle(0, 0, 0),
position = posC,
triggers = {}
}

trigger = ShapeTrigger.Create({
angle = settlement.angle,
position = settlement.position,
components = {
{
type = TriggerType.Box,
size = Vector3(70, 500, 70),
position = Vector3(0, 0, 0),
}
},
trigger_player = true,
trigger_player_in_vehicle = true
})

settlements["passive_zone"] = settlement
triggers[trigger:GetId()] = {settlement = settlement}
table.insert(settlement.triggers, trigger)

settlement = {
id = 2,
name = "passive_zone_1",
angle = Angle(0, 0, 0),
position = pos_safe,
triggers = {}
}

trigger = ShapeTrigger.Create({
angle = settlement.angle,
position = settlement.position,
components = {
{
type = TriggerType.Sphere,
size = Vector3(200, 1000, 200),
position = Vector3(0, 0, 0),
}
},
trigger_player = true,
trigger_player_in_vehicle = true
})

settlements["passive_zone_1"] = settlement
triggers[trigger:GetId()] = {settlement = settlement}
table.insert(settlement.triggers, trigger)

7
Scripting support / Re: Visually see the TriggerType.Box or Sphere
« on: December 26, 2016, 01:11:26 pm »
Yeah i read that, hurt my brain :) tx

8
Scripting support / Visually see the TriggerType.Box or Sphere
« on: December 26, 2016, 01:54:15 am »
How would i visually see the TriggerType when using ShapeTriggers. I would like to render them so that i can actually see where they are located, their size and positioning instead of a mental picture in my head. Thank you.

9
Cheers muchly, I had already tried that and gave up. So after your post i revisited my code, your confirmation of it working. I had a function named Input that was causing the problems. Thanks you.

10
Scripting support / help blocking ags.input on a LocalPlayerInput function
« on: December 25, 2016, 03:04:38 pm »
Firstly, Merry Christmas.

I am setting up a passive zone. Everything works well except for the fact that if you continue firing while on foot or in a vehicle and enter the passive zone the args.input in the LocalPlayerInput function does not block the action. If the player stops firing and tries to fire again then it will block the action. The whole time the finger is on the trigger the action will not be blocked. Is there a workaround for this. While the player can still fire under this circumstance he will not cause damage. I want it so that it will stop the player from firing just as if he was already in the passive zone and tried to fire. Cheers.

11
Scripting support / Re: set angle to point to a position
« on: December 13, 2016, 07:53:44 am »
Thanks so much, you guys are awesome.

12
Scripting support / set angle to point to a position
« on: December 13, 2016, 02:36:20 am »
Nee a little help. I have an NPC that i want to face towards a certain Vector3 position that is constantly changing. How would I calculate this. Cheers.

13
Bug reports / Re: Serving crashing bug in SQL bind error.
« on: December 07, 2016, 07:31:03 am »
Thanks.

In linux SSH shell i changed to the JC2 directory and executed the following command.

Code: [Select]
sqlite3 server.db "PRAGMA integrity_check"
It returned ok

14
Bug reports / Re: Serving crashing bug in SQL bind error.
« on: December 06, 2016, 11:58:03 pm »
Interesting, where would i execute the "sqlite> pragma integrity_check;" command.

15
Bug reports / Re: Serving crashing bug in SQL bind error.
« on: December 05, 2016, 10:57:05 pm »
There is something funky going on with the db and sql in general. On occasion i get a retrieved value, that i know exists, that cannot be found in the DB. Seems to happen when a lot of players are online. A leak or something not being cleared properly, i have no idea.

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